The 3ds max channel has a playlist on rigging a game character but it was made in 2012. Is it still relevant today or are there better methods out there? https://youtu.be/1UddE6eEvUg
>>641858Yes. Rigging is going to be the same hell as it has always been until someone manages to create a decent algorithm to do it for you.
>>641858Don't fucking rig in the Max, ffs. Unless you're applying to ILM Vancouver as a TD, but that's because ILM can be a bunch of fucking idiots at times. >>641861LOL, rigging is the easiest part of 3dcg. It's just that everyone wants to be a fucking "artist" so nobody wants to bother with it. And I never miss the chance to make fun of those people while being 10x better at art than them and simultaneously being an industry-level rigger.
>>641858Rigging in max hasn't changed much in the last 20 years
>>641916What program do you reckon i should rig in?
>>641958Maya, obviously. Everything else is shit.
>>641958>>641963Houdini too is a great option.
>>641858>3ds maxMight as well just go with blender at that point.
>>641965No, Houdini is shit. Bone-based is retarded. Seriously, why the fuck is every software out there that is not Maya using bone-based rigging? It's not clever, it's not better, it's just fucking stupid.Joint-based or nothing.
>>642041It's really, truly, seriously not a big deal. Rigging in Houdini is 100% OK. Yes Maya is a better, but if you rank all software's rigging capabilities, Houdini is far closer to Maya than it is to trash tier Max/Blender.
>>642041Joint-based rigging you say? Looks like i've got some googling to do.